Abstract:
Systems and methods may provide for identifying one or more facial expressions of a subject in a video signal and generating avatar animation data based on the one or more facial expressions. Additionally, the avatar animation data may be incorporated into an audio file associated with the video signal. In one example, the audio file is sent to a remote client device via a messaging application. Systems and methods may also facilitate the generation of avatar icons and doll animations that mimic the actual facial features and/or expressions of specific individuals.
Abstract:
Apparatuses, methods and storage medium associated with animating and rendering an avatar are disclosed herein. In embodiments, the apparatus may comprise an avatar animation engine to receive a plurality of fur shell texture data maps associated with a furry avatar, and drive an avatar model to animate the furry avatar, using the plurality of fur shell texture data maps. The plurality of fur shell texture data maps may be generated through sampling of fur strands across a plurality of horizontal planes. Other embodiments may be described and/or claimed.
Abstract:
A mechanism is described to facilitate dynamic selection of avatars according to one embodiment. A method of embodiments, as described herein, includes acquiring user attributes, analyzing the user attributes and facilitating selection of an avatar based on the user attributes.
Abstract:
Disclosed in some examples are various modifications to the shape regression technique for use in real-time applications, and methods, systems, and machine readable mediums which utilize the resulting facial landmark tracking methods.
Abstract:
Various embodiments of this disclosure may describe apparatuses, methods, and systems including an encoding engine to encode and/or compress one or more objects of interest within individual image frames with higher bit densities than the bit density employed to encode and/or compress their background. The image processing system may further include a context engine to identify a region of interest including at least a part of the one or more objects of interest, and scale the region of interest within individual image frames to emphasize the objects of interest. Other embodiments may also be disclosed or claimed.
Abstract:
Methods, systems and apparatuses may provide for technology that detects an individual in a real-time multi-camera video feed and generates three-dimensional (3D) skeletal data based on the real-time multi-camera video feed. The technology may also automatically identify a frontal body orientation of an individual based on the 3D skeletal data and one or more anthropometric constraints.
Abstract:
Generally this disclosure describes a video communication system that replaces actual live images of the participating users with animated avatars. A method may include selecting an avatar; initiating communication; detecting a user input; identifying the user input; identifying an animation command based on the user input; generating avatar parameters; and transmitting at least one of the animation command and the avatar parameters.
Abstract:
Example gesture matching mechanisms are disclosed herein. An example machine readable storage device or disc includes instructions that, when executed, cause programmable circuitry to at least: prompt a user to perform gestures to register the user, randomly select at least one of the gestures for authentication of the user, prompt the user to perform the at least one selected gesture, translate the gesture into an animated avatar for display at a display device, the animated avatar including a face, analyze performance of the gesture by the user, and authenticate the user based on the performance of the gesture.
Abstract:
A method for player and ball tracking post processing is described herein. The method includes optically tracking a trajectory of a player and ball and determining at least one affinity player for the currently tracked player. Additionally, the method includes completing the optical trajectory for the currently tracked player based on an estimated trajectory from the affinity player and stabilizing ball tracking during game break. The method further includes calculating virtual camera movement.